- Extends
- Pawn
- Modifiers
- config ( user ) native
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.PlayerPawn
Direct Known Subclasses:
Camera, Spectator, UnrealIPlayer
Inherited Variables from Engine.Pawn |
AccelRate, AirControl, AirSpeed, AlarmTag, Alertness, AttitudeToPlayer, AvgPhysicsTime, bAltFire, BaseEyeHeight, bAutoActivate, bAvoidLedges, bBehindView, bCanDoSpecial, bCanFly, bCanJump, bCanOpenDoors, bCanStrafe, bCanSwim, bCanWalk, bCountJumps, bDrowning, bDuck, bExtra0, bExtra1, bExtra2, bExtra3, bFire, bFixedStart, bFreeLook, bFromWall, bHitSlopedWall, bHunting, bIsFemale, bIsHuman, bIsMultiSkinned, bIsPlayer, bIsWalking, bJumpOffPawn, bJustLanded, bLook, bLOSflag, bNeverSwitchOnPickup, bReducedSpeed, bRun, bShootSpecial, bSnapLevel, bStopAtLedges, bStrafe, bUpAndOut, bUpdatingDisplay, bWarping, bZoom, carriedDecoration, CombatStyle, DamageScaling, DesiredSpeed, Destination, Die, DieCount, DropWhenKilled, Enemy, EyeHeight, FaceTarget, Floor, Focus, FootRegion, FovAngle, GroundSpeed, HeadRegion, Health, HearingThreshold, HitSound1, HitSound2, home, Intelligence, ItemCount, JumpZ, KillCount, Land, LastPainSound, LastSeeingPos, LastSeenPos, LastSeenTime, MaxDesiredSpeed, MaxStepHeight, MeleeRange, MenuName, MinHitWall, MoveTarget, MoveTimer, NameArticle, NextLabel, nextPawn, NextState, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldMessageTime, OrthoZoom, PainTime, PendingWeapon, PeripheralVision, PlayerReplicationInfo, PlayerReplicationInfoClass, PlayerReStartState, ReducedDamagePct, ReducedDamageType, RouteCache[16], SecretCount, SelectedItem, SharedAlarmTag, SightCounter, SightRadius, Skill, SoundDampening, SpecialGoal, SpecialPause, SpeechTime, SplashTime, Spree, Stimulus, UnderWaterTime, ViewRotation, Visibility, VoicePitch, VoiceType, WalkBob, WaterSpeed, WaterStep, Weapon |
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Functions Summary |
| | ActivateHint ()
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| | ActivateInventoryItem (class InvItem)
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| | ActivateItem ()
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| | ActivateTranslator ()
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| | AddBots (int N)
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| rotator | AdjustAim (float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
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| bool | AdjustHitLocation (out vector HitLocation, vector TraceDir)
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| | Admin (string CommandLine)
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| | AllAmmo ()
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| | AltFire (optional float F)
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| | AltFire (optional float F) Dying |
| | AltFire (optional float F) GameEnded |
| | AltFire (optional float F) PlayerSpectating |
| | AltFire (optional float F) PlayerWaiting |
| | AlwaysMouseLook (Bool B)
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| | Amphibious ()
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| | AnimEnd () CheatFlying |
| | AnimEnd () FeigningDeath |
| | AnimEnd () PlayerFlying |
| | AnimEnd () PlayerSwimming |
| | AnimEnd () PlayerWalking |
| eAttitude | AttitudeTo (Pawn Other)
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| | BeginState () CheatFlying |
| | BeginState () Dying |
| | BeginState () FeigningDeath |
| | BeginState () GameEnded |
| | BeginState () PlayerFlying |
| | BeginState () PlayerSpectating |
| | BeginState () PlayerSwimming |
| | BeginState () PlayerWaiting |
| | BeginState () PlayerWaking |
| | BeginState () PlayerWalking |
| | BehindView (Bool B)
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| | CalcBehindView (out vector CameraLocation, out rotator CameraRotation, float Dist)
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| | CallForHelp ()
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| | CauseEvent (name N)
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| | ChangeAlwaysMouseLook (Bool B)
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| | ChangeAutoAim (float F)
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| | ChangeCrosshair ()
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| | ChangeDodgeClickTime (float F)
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| | ChangedWeapon ()
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| | ChangedWeapon () FeigningDeath |
| | ChangeHud ()
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| | ChangeName (coerce string S)
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| | ChangeSetHand (string S)
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| | ChangeSnapView (bool B)
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| | ChangeStairLook (bool B)
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| | ChangeTeam (int N)
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| | ChangeTeam (int N) PlayerSpectating |
| | ChangeTeam (int N) PlayerWaiting |
| | CheatView (class<actor> aClass)
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| | ClearProgressMessages ()
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| | ClientAdjustGlow (float scale, vector fog)
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| | ClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase)
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| | ClientFlash (float scale, vector fog)
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| | ClientInstantFlash (float scale, vector fog)
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| | ClientMessage (coerce string S, optional Name Type, optional bool bBeep)
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| | ClientPlaySound (sound ASound)
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| | ClientSetMusic (music NewSong, byte NewSection, byte NewCdTrack, EMusicTransition NewTransition)
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| | ClientShake (vector shake)
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| | ClientTravel (string URL, ETravelType TravelType, bool bItems)
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| | ClientUpdatePosition ()
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| | ClientVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
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| string | ConsoleCommand (string Command)
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| | damageAttitudeTo (pawn Other)
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| | Destroyed ()
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| | Died (pawn Killer, name damageType, vector HitLocation)
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| | Dodge (eDodgeDir DodgeMove) PlayerWalking |
| | DoJump (optional float F)
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| | EndState () Dying |
| | EndState () FeigningDeath |
| | EndState () PlayerSpectating |
| | EndState () PlayerWaiting |
| | EndState () PlayerWalking |
| | EndZoom ()
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| | Falling ()
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| | FeignDeath ()
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| | FeignDeath () PlayerWalking |
| | FindGoodView () Dying |
| | FindGoodView () GameEnded |
| | Fire (optional float F)
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| | Fire (optional float F) Dying |
| | Fire (optional float F) GameEnded |
| | Fire (optional float F) PlayerSpectating |
| | Fire (optional float F) PlayerWaiting |
| | Fly ()
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| | FOV (float F)
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| | FunctionKey (byte Num)
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| LevelInfo | GetEntryLevel ()
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| SavedMove | GetFreeMove ()
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| | GetWeapon (class<Weapon> NewWeaponClass)
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| | Ghost ()
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| bool | Gibbed (name damageType)
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| | God ()
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| | Grab ()
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| | HandleWalking ()
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| | InvertMouse (bool B)
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| | Invisible (bool B)
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| | Jump (optional float F)
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| | Jump (optional float F) PlayerWaiting |
| | JumpOffPawn ()
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| | Kick (string S)
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| | KillAll (class<actor> aClass)
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| | KilledBy (pawn EventInstigator)
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| string | KillMessage (name damageType, pawn Other)
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| | KillPawns ()
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| | Landed (vector HitNormal)
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| | Landed (vector HitNormal) FeigningDeath |
| | Landed (vector HitNormal) PlayerSwimming |
| | Landed (vector HitNormal) PlayerWalking |
| | LocalTravel (string URL)
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| | MoveAutonomous (float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, eDodgeDir DodgeMove, vector newAccel, rotator DeltaRot)
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| | NeverSwitchOnPickup (bool B)
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| | NextWeapon ()
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| | Pause ()
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| | Ping ()
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| | PlayBeepSound ()
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| | PlayChatting ()
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| | PlayChatting () FeigningDeath |
| | PlayDodge (eDodgeDir DodgeMove)
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| | PlayDying (name DamageType, vector HitLocation) FeigningDeath |
| | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
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| | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation) Dying |
| | PlayerInput (float DeltaTime)
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| | PlayerList ()
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| | PlayerMove (float DeltaTime) CheatFlying |
| | PlayerMove (float DeltaTime) Dying |
| | PlayerMove (float DeltaTime) FeigningDeath |
| | PlayerMove (float DeltaTime) GameEnded |
| | PlayerMove (float DeltaTime) PlayerFlying |
| | PlayerMove (float DeltaTime) PlayerSpectating |
| | PlayerMove (float DeltaTime) PlayerSwimming |
| | PlayerMove (float DeltaTime) PlayerWaiting |
| | PlayerMove (Float DeltaTime) PlayerWaking |
| | PlayerMove (float DeltaTime) PlayerWalking |
| | PlayersOnly ()
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| | PlayerTick (float Time)
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| | PlayerTick (float DeltaTime) CheatFlying |
| | PlayerTick (float DeltaTime) Dying |
| | PlayerTick (float DeltaTime) FeigningDeath |
| | PlayerTick (float DeltaTime) GameEnded |
| | PlayerTick (float DeltaTime) PlayerFlying |
| | PlayerTick (float DeltaTime) PlayerSpectating |
| | PlayerTick (float DeltaTime) PlayerSwimming |
| | PlayerTick (float DeltaTime) PlayerWaiting |
| | PlayerTick (float DeltaTime) PlayerWaking |
| | PlayerTick (float DeltaTime) PlayerWalking |
| | PlayerTimeOut ()
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| | PlayFeignDeath ()
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| | PlayHit (float Damage, vector HitLocation, name damageType, float MomentumZ)
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| | PlayRising ()
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| | PlaySwimming ()
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| | PlayTakeHit (float tweentime, vector HitLoc, int Damage) FeigningDeath |
| | PlayTurning ()
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| | Possess ()
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| | PostBeginPlay ()
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| | PostRender (canvas Canvas)
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| | PreBeginPlay ()
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| | PreClientTravel ()
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| | PreRender (canvas Canvas)
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| | PrevItem ()
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| | PrevWeapon ()
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| | ProcessMove (float DeltaTime, vector newAccel, eDodgeDir DodgeMove, rotator DeltaRot)
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| | ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) CheatFlying |
| | ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) FeigningDeath |
| | ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) PlayerSpectating |
| | ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) PlayerSwimming |
| | ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) PlayerWaiting |
| | ProcessMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot) PlayerWalking |
| | Profile ()
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| | QuickLoad ()
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| | QuickSave ()
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| | RememberSpot ()
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| | RenderOverlays (canvas Canvas)
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| | ReplicateMove (float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)
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| | ResetKeyboard ()
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| | RestartLevel ()
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| | Rise () FeigningDeath |
| | Say (string Msg)
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| | SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) PlayerSpectating |
| | ServerAddBots (int N)
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| | ServerChangeSkin (coerce string SkinName, coerce string FaceName, byte TeamNum)
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| | ServerFeignDeath ()
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| | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int View)
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| | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int View) Dying |
| | ServerMove (float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool bFired, bool bAltFired, eDodgeDir DodgeMove, byte ClientRoll, int View) FeigningDeath |
| | ServerReStartGame ()
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| | ServerReStartPlayer ()
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| | ServerSetHandedness (float hand)
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| | ServerSetSloMo (float T)
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| | ServerSetWeaponPriority (byte i, name WeaponName)
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| | ServerTaunt (name Sequence)
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| | ServerUpdateWeapons ()
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| | SetAutoAim (float F)
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| | SetBob (float F)
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| | SetDesiredFOV (float F)
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| | SetDodgeClickTime (float F)
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| | SetFOVAngle (float newFOV)
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| | SetHand (string S)
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| | SetJumpZ (float F)
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| | SetMaxMouseSmoothing (bool B)
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| | SetMouseSmoothThreshold (float F)
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| | SetName (coerce string S)
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| bool | SetPause (BOOL bPause)
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| | SetProgressColor (color C, int Index)
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| | SetProgressMessage (string S, int Index)
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| | SetProgressTime (float T)
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| | SetSensitivity (float F)
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| | SetSpeed (float F)
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| | SetViewFlash (bool B)
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| | ShakeView (float shaketime, float RollMag, float vertmag)
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| | ShowInventory ()
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| | ShowLoadMenu ()
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| | ShowMenu ()
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| | ShowPath ()
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| | ShowScores ()
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| | ShowSpecialMenu (string ClassName)
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| | ShowUpgradeMenu ()
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| | SloMo (float T)
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| | SnapView (bool B)
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| Carcass | SpawnCarcass ()
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| | SpawnGibbedCarcass ()
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| | Speech (int Type, int Index, int Callsign)
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| | StairLook (bool B)
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| | StartWalk ()
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| | StartZoom ()
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| | StopZoom ()
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| | Suicide ()
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| | Suicide () PlayerSpectating |
| | Suicide () PlayerWaiting |
| | Summon (string ClassName)
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| | SwimAnimUpdate (bool bNotForward)
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| | SwitchCoopLevel (string URL)
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| | SwitchLevel (string URL)
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| | SwitchWeapon (byte F)
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| | TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) Dying |
| | Taunt (name Sequence)
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| | Taunt (name Sequence) FeigningDeath |
| | TeamMessage (PlayerReplicationInfo PRI, coerce string S, name Type)
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| | TeamSay (string Msg)
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| | ThrowWeapon ()
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| | TimeDemo (bool bActivate, optional bool bSaveToFile, optional int QuitAfterCycles)
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| | Timer () Dying |
| | Timer () GameEnded |
| | Timer () PlayerSwimming |
| | Timer () PlayerWaking |
| | ToggleZoom ()
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| | TravelPostAccept ()
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| | Typing (bool bTyping)
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| | UnPossess ()
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| | UpdateBob (float F)
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| | UpdateEyeHeight (float DeltaTime)
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| | UpdateRotation (float DeltaTime, float maxPitch)
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| | UpdateSensitivity (float F)
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| | UpdateURL (string NewOption, string NewValue, bool bSaveDefault)
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| | ViewClass (class<actor> aClass, optional bool bQuiet)
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| | ViewClass (class<actor> aClass, optional bool bQuiet) GameEnded |
| | ViewFlash (float DeltaTime)
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| | ViewPlayer (string S)
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| | ViewPlayer (string S) GameEnded |
| | ViewPlayerNum (optional int num)
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| | ViewSelf ()
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| | ViewShake (float DeltaTime)
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| | Walk ()
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| | ZoneChange (ZoneInfo NewZone) FeigningDeath |
| | ZoneChange (ZoneInfo NewZone) PlayerSwimming |
| | ZoneChange (ZoneInfo NewZone) PlayerWalking |
Inherited Functions from Engine.Pawn |
actorReachable, AddInventory, AddPawn, AddVelocity, AdjustAim, AdjustDesireFor, AdjustHitLocation, AdjustToss, BaseChange, BeginState, BotVoiceMessage, CanSee, ChangedWeapon, CheckFutureSight, CheckWaterJump, ClearPaths, ClientDying, ClientGameEnded, ClientHearSound, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClientVoiceMessage, damageAttitudeTo, DeleteInventory, Destroyed, Died, DropDecoration, EAdjustJump, EncroachedBy, EncroachingOn, EnemyNotVisible, Falling, FearThisSpot, FellOutOfWorld, FindBestInventoryPath, FindInventoryType, FindPathTo, FindPathToward, FindRandomDest, FindStairRotation, FireWeapon, FootZoneChange, Gasp, GetHumanName, GetMultiSkin, GetRating, Gibbed, gibbedBy, GrabDecoration, HandleHelpMessageFrom, HeadZoneChange, HearNoise, HidePlayer, InitPlayerReplicationInfo, JumpOffPawn, Killed, KillMessage, Landed, LineOfSightTo, LongFall, MayFall, MoveTo, MoveToward, NextItem, PainTimer, PickAnyTarget, PickTarget, PickWallAdjust, PlayBigDeath, PlayCrawling, PlayDeathHit, PlayDive, PlayDuck, PlayDying, PlayerTimeOut, PlayFiring, PlayGutDeath, PlayGutHit, PlayHeadDeath, PlayHeadHit, PlayHit, PlayInAir, PlayLanded, PlayLeftDeath, PlayLeftHit, PlayMovingAttack, PlayOutOfWater, PlayPatrolStop, PlayRecoil, PlayRightDeath, PlayRightHit, PlayRunning, PlayTakeHit, PlayTakeHitSound, PlayThreatening, PlayTurning, PlayVictoryDance, PlayWaiting, PlayWaitingAmbush, PlayWalking, PlayWeaponSwitch, pointReachable, PostBeginPlay, PreBeginPlay, PreSetMovement, RemovePawn, RenderOverlays, RestartPlayer, SeePlayer, SendVoiceMessage, SetDefaultDisplayProperties, SetDisplayProperties, SetMovementPhysics, SetMultiSkin, SetSkinElement, SpawnCarcass, SpawnGibbedCarcass, SpecialFire, SpeechTimer, StopFiring, StopWaiting, StrafeFacing, StrafeTo, SwitchToBestWeapon, TakeDamage, TeamBroadcast, TeamMessage, Timer, TossWeapon, TraceShot, TurnTo, TurnToward, TweenToFalling, TweenToFighter, TweenToPatrolStop, TweenToRunning, TweenToSwimming, TweenToWaiting, TweenToWalking, UnderLift, UpdateEyeHeight, WaitForLanding, WalkTexture, WarnTarget |
Inherited Functions from Engine.Actor |
AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange |
Dying Source code |
state Dying
|
AltFire, BeginState, EndState, FindGoodView, Fire, PlayerCalcView, PlayerMove, PlayerTick, ServerMove, TakeDamage, Timer |
FeigningDeath Source code |
state FeigningDeath
|
AnimEnd, BeginState, ChangedWeapon, EndState, Landed, PlayChatting, PlayDying, PlayerMove, PlayerTick, PlayTakeHit, ProcessMove, Rise, ServerMove, Taunt, ZoneChange |
var input float aBaseX;
var input float aBaseY;
var input float aBaseZ;
var input float aExtra0;
var input float aExtra1;
var input float aExtra2;
var input float aExtra3;
var input float aExtra4;
var input float aForward;
var input float aLookUp;
var input float aMouseX;
var input float aMouseY;
var input float aStrafe;
var input float aTurn;
var input float aUp;
var bool bAdmin;
var bool bAnimTransition;
var bool bCenterView;
var bool bDelayedCommand;
var bool bEdgeBack;
var bool bEdgeForward;
var bool bEdgeLeft;
var bool bEdgeRight;
var bool bFixedCamera;
var bool bFrozen;
var globalconfig bool bInvertMouse;
var bool bIsCrouching;
var bool bIsTurning;
var bool bIsTyping;
var bool bJustAltFired;
var bool bJustFired;
var globalconfig bool bKeyboardLook;
var globalconfig bool bMessageBeep;
var bool bMouseZeroed;
var globalconfig bool bNoFlash;
var globalconfig bool bNoVoices;
var float bobtime;
var bool bPressedJump;
var bool bReadyToPlay;
var bool bReducedVis;
var bool bRising;
var bool bShakeDir;
var bool bShowMenu;
var bool bShowScores;
var bool bSpecialMenu;
var bool bUpdatePosition;
var bool bWasBack;
var bool bWasForward;
var bool bWasLeft;
var bool bWasRight;
var bool bWokeUp;
var bool bZooming;
var localized string CantChangeNameMsg;
var byte CdTrack;
var float ConstantGlowScale;
var float CurrentTimeStamp;
var float DefaultFOV;
var string DelayedCommand;
var float DesiredFlashScale;
var float DesiredFOV;
var travel float DodgeClickTimer;
var localized string FailedView;
var travel globalconfig float Handedness;
var float InstantFlash;
var float KbdAccel;
var globalconfig int LanSpeed;
var float LastUpdateTime;
var float maxshake;
var float MaxTimeMargin;
var int Misc1;
var int Misc2;
var globalconfig float MouseSensitivity;
var travel globalconfig float MyAutoAim;
var globalconfig int NetSpeed;
var localized string NoPauseMessage;
var localized string OwnCamera;
var globalconfig string Password;
var color ProgressColor[
5];
var string ProgressMessage[5];
var float ProgressTimeOut;
var localized string QuickSaveString;
var int RendMap;
var float ServerTimeStamp;
var int shakemag;
var float shaketimer;
var float shakevert;
var int ShowFlags;
var float SmoothMouseX;
var float SmoothMouseY;
var music Song;
var byte SongSection;
var class<
menu> SpecialMenu;
var float TargetEyeHeight;
TargetWeaponViewOffset Source code
var vector TargetWeaponViewOffset;
var float TimeMargin;
var float verttimer;
var localized string ViewingFrom;
var globalconfig name WeaponPriority[20];
var float ZoomLevel;
Movement
var(Movement) globalconfig float Bob;
var(Movement) globalconfig float DodgeClickTime;
Pawn
PlayerPawn
var(
PlayerPawn)
globalconfig bool bAlwaysMouseLook;
var(
PlayerPawn)
globalconfig bool bMaxMouseSmoothing;
var(
PlayerPawn)
globalconfig float MouseSmoothThreshold;
var(
PlayerPawn)
globalconfig string ngWorldSecret;
Sounds
var(Sounds) sound JumpSound;
exec function ActivateHint ( )
exec function ActivateInventoryItem ( class InvItem )
exec function ActivateItem ( )
exec function ActivateTranslator ( )
exec function AddBots ( int N )
function rotator AdjustAim (
float projSpeed,
vector projStart,
int aimerror,
bool bLeadTarget,
bool bWarnTarget )
function bool AdjustHitLocation (
out vector HitLocation,
vector TraceDir )
exec function Admin ( string CommandLine )
exec function AllAmmo ( )
exec function AltFire ( optional float F )
exec function AltFire ( optional float F )
exec function AltFire ( optional float F )
AltFire PlayerSpectating Source code
exec function AltFire ( optional float F )
exec function AltFire ( optional float F )
exec function AlwaysMouseLook ( Bool B )
exec function Amphibious ( )
function AnimEnd ( )
function AnimEnd ( )
function AnimEnd ( )
AnimEnd PlayerSwimming Source code
function AnimEnd ( )
function AnimEnd ( )
BeginState CheatFlying Source code
function BeginState ( )
function BeginState ( )
BeginState FeigningDeath Source code
function BeginState ( )
function BeginState ( )
BeginState PlayerFlying Source code
function BeginState ( )
BeginState PlayerSpectating Source code
function BeginState ( )
BeginState PlayerSwimming Source code
function BeginState ( )
BeginState PlayerWaiting Source code
function BeginState ( )
BeginState PlayerWaking Source code
function BeginState ( )
BeginState PlayerWalking Source code
function BeginState ( )
exec function BehindView ( Bool B )
function CalcBehindView (
out vector CameraLocation,
out rotator CameraRotation,
float Dist )
exec function CallForHelp ( )
exec function CauseEvent ( name N )
function ChangeAlwaysMouseLook ( Bool B )
function ChangeAutoAim ( float F )
exec function ChangeCrosshair ( )
function ChangeDodgeClickTime ( float F )
function ChangedWeapon ( )
ChangedWeapon FeigningDeath Source code
function ChangedWeapon ( )
exec function ChangeHud ( )
function ChangeName ( coerce string S )
function ChangeSetHand ( string S )
function ChangeSnapView ( bool B )
function ChangeStairLook ( bool B )
function ChangeTeam ( int N )
ChangeTeam PlayerSpectating Source code
function ChangeTeam ( int N )
ChangeTeam PlayerWaiting Source code
function ChangeTeam ( int N )
exec function CheatView (
class<
actor> aClass )
exec function ClearProgressMessages ( )
function ClientAdjustPosition (
float TimeStamp,
name newState,
EPhysics newPhysics,
float NewLocX,
float NewLocY,
float NewLocZ,
float NewVelX,
float NewVelY,
float NewVelZ,
Actor NewBase )
function ClientInstantFlash (
float scale,
vector fog )
event ClientMessage ( coerce string S, optional Name Type, optional bool bBeep )
simulated function ClientPlaySound ( sound ASound )
function ClientSetMusic (
music NewSong,
byte NewSection,
byte NewCdTrack,
EMusicTransition NewTransition )
function ClientShake (
vector shake )
native event ClientTravel (
string URL,
ETravelType TravelType,
bool bItems )
function ClientUpdatePosition ( )
native function string ConsoleCommand ( string Command )
function damageAttitudeTo (
pawn Other )
event Destroyed ( )
function DoJump ( optional float F )
function EndState ( )
EndState FeigningDeath Source code
function EndState ( )
EndState PlayerSpectating Source code
function EndState ( )
EndState PlayerWaiting Source code
function EndState ( )
EndState PlayerWalking Source code
function EndState ( )
function EndZoom ( )
function Falling ( )
exec function FeignDeath ( )
FeignDeath PlayerWalking Source code
exec function FeignDeath ( )
function FindGoodView ( )
FindGoodView GameEnded Source code
function FindGoodView ( )
exec function Fire ( optional float F )
exec function Fire ( optional float F )
exec function Fire ( optional float F )
exec function Fire ( optional float F )
exec function Fire ( optional float F )
exec function FOV ( float F )
exec function FunctionKey ( byte Num )
native final function LevelInfo GetEntryLevel ( )
exec function GetWeapon (
class<
Weapon> NewWeaponClass )
exec function Ghost ( )
exec function God ( )
exec function Grab ( )
function HandleWalking ( )
exec function InvertMouse ( bool B )
exec function Invisible ( bool B )
exec function Jump ( optional float F )
exec function Jump ( optional float F )
function JumpOffPawn ( )
exec function Kick ( string S )
exec function KillAll (
class<
actor> aClass )
function KilledBy (
pawn EventInstigator )
exec function KillPawns ( )
function Landed (
vector HitNormal )
function Landed (
vector HitNormal )
function Landed (
vector HitNormal )
function Landed (
vector HitNormal )
exec function LocalTravel ( string URL )
final function MoveAutonomous (
float DeltaTime,
bool NewbRun,
bool NewbDuck,
bool NewbPressedJump,
eDodgeDir DodgeMove,
vector newAccel,
rotator DeltaRot )
exec function NeverSwitchOnPickup ( bool B )
exec function NextWeapon ( )
exec function Pause ( )
exec function Ping ( )
simulated function PlayBeepSound ( )
function PlayChatting ( )
PlayChatting FeigningDeath Source code
function PlayChatting ( )
PlayDying FeigningDeath Source code
event PlayerCalcView (
out actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation )
function PlayerCalcView (
out actor ViewActor,
out vector CameraLocation,
out rotator CameraRotation )
event PlayerInput ( float DeltaTime )
exec function PlayerList ( )
PlayerMove CheatFlying Source code
function PlayerMove ( float DeltaTime )
function PlayerMove ( float DeltaTime )
PlayerMove FeigningDeath Source code
function PlayerMove ( float DeltaTime )
function PlayerMove ( float DeltaTime )
PlayerMove PlayerFlying Source code
function PlayerMove ( float DeltaTime )
PlayerMove PlayerSpectating Source code
function PlayerMove ( float DeltaTime )
PlayerMove PlayerSwimming Source code
function PlayerMove ( float DeltaTime )
PlayerMove PlayerWaiting Source code
function PlayerMove ( float DeltaTime )
PlayerMove PlayerWaking Source code
function PlayerMove ( Float DeltaTime )
PlayerMove PlayerWalking Source code
function PlayerMove ( float DeltaTime )
exec function PlayersOnly ( )
event PlayerTick (
float Time )
PlayerTick CheatFlying Source code
event PlayerTick ( float DeltaTime )
event PlayerTick ( float DeltaTime )
PlayerTick FeigningDeath Source code
event PlayerTick ( float DeltaTime )
event PlayerTick ( float DeltaTime )
PlayerTick PlayerFlying Source code
event PlayerTick ( float DeltaTime )
PlayerTick PlayerSpectating Source code
event PlayerTick ( float DeltaTime )
PlayerTick PlayerSwimming Source code
event PlayerTick ( float DeltaTime )
PlayerTick PlayerWaiting Source code
event PlayerTick ( float DeltaTime )
PlayerTick PlayerWaking Source code
event PlayerTick ( float DeltaTime )
PlayerTick PlayerWalking Source code
event PlayerTick ( float DeltaTime )
event PlayerTimeOut ( )
function PlayFeignDeath ( )
function PlayHit (
float Damage,
vector HitLocation,
name damageType,
float MomentumZ )
function PlayRising ( )
function PlaySwimming ( )
PlayTakeHit FeigningDeath Source code
function PlayTakeHit (
float tweentime,
vector HitLoc,
int Damage )
function PlayTurning ( )
event Possess ( )
event PostBeginPlay ( )
event PreBeginPlay ( )
event PreClientTravel ( )
exec function PrevItem ( )
exec function PrevWeapon ( )
ProcessMove CheatFlying Source code
ProcessMove FeigningDeath Source code
ProcessMove PlayerSpectating Source code
ProcessMove PlayerSwimming Source code
ProcessMove PlayerWaiting Source code
ProcessMove PlayerWalking Source code
exec function Profile ( )
exec function QuickLoad ( )
exec function QuickSave ( )
exec function RememberSpot ( )
native(544) final function ResetKeyboard ( )
exec function RestartLevel ( )
function Rise ( )
exec function Say ( string Msg )
SendVoiceMessage PlayerSpectating Source code
function ServerAddBots ( int N )
function ServerChangeSkin ( coerce string SkinName, coerce string FaceName, byte TeamNum )
function ServerFeignDeath ( )
function ServerMove (
float TimeStamp,
vector InAccel,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbPressedJump,
bool bFired,
bool bAltFired,
eDodgeDir DodgeMove,
byte ClientRoll,
int View )
function ServerMove (
float TimeStamp,
vector Accel,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbPressedJump,
bool bFired,
bool bAltFired,
eDodgeDir DodgeMove,
byte ClientRoll,
int View )
ServerMove FeigningDeath Source code
function ServerMove (
float TimeStamp,
vector Accel,
vector ClientLoc,
bool NewbRun,
bool NewbDuck,
bool NewbPressedJump,
bool bFired,
bool bAltFired,
eDodgeDir DodgeMove,
byte ClientRoll,
int View )
function ServerReStartGame ( )
function ServerReStartPlayer ( )
function ServerSetHandedness ( float hand )
function ServerSetSloMo ( float T )
ServerSetWeaponPriority Source code
function ServerSetWeaponPriority ( byte i, name WeaponName )
function ServerTaunt ( name Sequence )
function ServerUpdateWeapons ( )
exec function SetAutoAim ( float F )
exec function SetBob ( float F )
exec function SetDesiredFOV ( float F )
exec function SetDodgeClickTime ( float F )
function SetFOVAngle ( float newFOV )
exec function SetHand ( string S )
exec function SetJumpZ ( float F )
exec function SetMaxMouseSmoothing ( bool B )
SetMouseSmoothThreshold Source code
exec function SetMouseSmoothThreshold ( float F )
exec function SetName ( coerce string S )
function bool SetPause ( BOOL bPause )
exec function SetProgressColor (
color C,
int Index )
exec function SetProgressMessage ( string S, int Index )
exec function SetProgressTime ( float T )
exec function SetSensitivity ( float F )
exec function SetSpeed ( float F )
exec function SetViewFlash ( bool B )
function ShakeView ( float shaketime, float RollMag, float vertmag )
exec function ShowInventory ( )
exec function ShowLoadMenu ( )
exec function ShowMenu ( )
exec function ShowPath ( )
exec function ShowScores ( )
exec function ShowSpecialMenu ( string ClassName )
exec event ShowUpgradeMenu ( )
exec function SloMo ( float T )
exec function SnapView ( bool B )
function SpawnGibbedCarcass ( )
exec function Speech ( int Type, int Index, int Callsign )
exec function StairLook ( bool B )
function StartWalk ( )
function StartZoom ( )
function StopZoom ( )
exec function Suicide ( )
Suicide PlayerSpectating Source code
exec function Suicide ( )
exec function Suicide ( )
exec function Summon ( string ClassName )
function SwimAnimUpdate ( bool bNotForward )
exec function SwitchCoopLevel ( string URL )
exec function SwitchLevel ( string URL )
exec function SwitchWeapon ( byte F )
exec function Taunt ( name Sequence )
exec function Taunt ( name Sequence )
exec function TeamSay ( string Msg )
exec function ThrowWeapon ( )
exec function TimeDemo (
bool bActivate,
optional bool bSaveToFile,
optional int QuitAfterCycles )
function Timer ( )
function Timer ( )
function Timer ( )
function Timer ( )
function ToggleZoom ( )
event TravelPostAccept ( )
function Typing ( bool bTyping )
event UnPossess ( )
function UpdateBob ( float F )
event UpdateEyeHeight ( float DeltaTime )
function UpdateRotation ( float DeltaTime, float maxPitch )
function UpdateSensitivity ( float F )
native(546) final function UpdateURL ( string NewOption, string NewValue, bool bSaveDefault )
exec function ViewClass (
class<
actor> aClass,
optional bool bQuiet )
exec function ViewClass (
class<
actor> aClass,
optional bool bQuiet )
function ViewFlash ( float DeltaTime )
exec function ViewPlayer ( string S )
exec function ViewPlayer ( string S )
exec function ViewPlayerNum ( optional int num )
exec function ViewSelf ( )
function ViewShake ( float DeltaTime )
exec function Walk ( )
ZoneChange FeigningDeath Source code
function ZoneChange (
ZoneInfo NewZone )
ZoneChange PlayerSwimming Source code
function ZoneChange (
ZoneInfo NewZone )
ZoneChange PlayerWalking Source code
function ZoneChange (
ZoneInfo NewZone )
defaultproperties
{
DodgeClickTime=0.250000
Bob=0.016000
FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
DesiredFOV=90.000000
DefaultFOV=90.000000
CdTrack=255
MyAutoAim=1.000000
Handedness=-1.000000
bAlwaysMouseLook=True
bMessageBeep=True
MouseSensitivity=3.000000
NetSpeed=2600
LanSpeed=20000
MouseSmoothThreshold=0.160000
MaxTimeMargin=1.000000
QuickSaveString="Quick Saving"
NoPauseMessage="Game is not pauseable"
ViewingFrom="Now viewing from "
OwnCamera="own camera"
FailedView="Failed to change view."
CantChangeNameMsg="You can't change your name during a global logged game."
bIsPlayer=True
bCanJump=True
DesiredSpeed=0.300000
SightRadius=4100.000000
bTravel=True
bStasis=False
NetPriority=8.000000
}
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Creation time: za 22-4-2006 13:01:26.625 - Created with
UnCodeX